Quote:
long path; // attached path index
long entity2; // attached entity index


What about the indices here? Do they start at 0 and what if nothing is attached?



I also have a question about smoothing. Do vertices which are at the same position get welded for gouraud shading? What about the UV-borders? How do you determine the normals? I think the smoothing flag is too inflexible and not enough. Smoothing groups or something like that would be needed. This whole smoothing thing really is a big weakness of Gamestudio.